Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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[Records Mode] Heaven and Earth Overhaul
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Tags: mod, overhaul
File Size
Posted
Updated
6.083 MB
6 Sep, 2021 @ 5:09pm
28 Feb, 2023 @ 11:49am
15 Change Notes ( view )

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[Records Mode] Heaven and Earth Overhaul

Description
H&E is an extensive records-only overhaul mod I made for personal use and is the product of countless abandoned campaigns over one frustration or the other. In a nutshell, it has:
  1. Battles that are more or less the same length as vanilla, but no longer feel like a clickfest where you have to destroy 50+% of every unit and go until battle lines are non-existent before army rout
  2. More realistic casualty rates from battle. Usually 10% for victors and only 25% for losers (ultra unit size)
  3. Cavalry and ranged damage nerfed hard, infantry relatively less so (Pro-tip: keep cavalry grouped and always moving). Morale, local superiority, and chain routs now the focus of combat
  4. Projectiles made more realistic, and archers no longer a liability in melee
  5. Romance and fantasy elements toned down for more historical immersion (Unbreakable, fatigue immune, tigers)
  6. Campaign changes to linearize unit unlock progression, healthier army composition, less AI army spam, less slog
  7. Rebalance mechanics or oversights that CA later added but left frustratingly imbalanced

For full changelist, see documentation here[cryptpad.fr]

Compatibility

Compatible with:
Includes:
  • AlexZ's AI less enclave mod
  • Battle camera mod
  • My Nerfed Looters mod

Not recommended with other overhaul mods or mods that change:
  • AlexZ's bug fix mod (use THIS compatible version instead along with this overhaul)
  • CEO
  • Battle mechanics and unit balance
  • Campaign mechanics

Future Plans
I have no plans to do translation for other languages, but anyone is free upload their own
Wuxing Rework
Expand assignments
Rework late game supplies
Yellow Turban campaigns
Tech Tree Reworks, especially bandit unit unlocks
Recast Melee Cavalry identity
Horse Archers
Make unit clones more interesting
Population and food
Adjust autoresolver casualties

Thanks
Thank you to Petellius for his help in getting me started with modding
Thank you to AlexZ for allowing some of his mods to be included in this one
Popular Discussions View All (1)
2
11 Jan @ 6:31pm
Recommended compatible mods that I play with
jras
66 Comments
jras  [author] 28 Jul @ 1:49pm 
For anyone experiencing CTD before the sega logo, I have discovered it seems related to full screen resolution. Disable this mod, change resolution to run in a window smaller than the monitor, then try re-enabling the mod. Restarting the computer may also help. I'm not sure why this workaround fixes the issue, so unfortunately cannot fix it for good.
Mazzdabator 13 Oct, 2023 @ 4:09am 
Disabled all my mods, reinstalled this mod twice but it will not start. Broken mod unfortunately
W.Swallow 20 Feb, 2023 @ 12:53am 
@jras Thanks, I rebooted as you said, deleted the entire mod and reinstalled it, and it started working fine. Thanks for making this mod.
jras  [author] 19 Feb, 2023 @ 9:46am 
@bsbrg Can you give some detail? Is it ctd on game load, or ctd during campaign load, or ctd during turn end?

I experienced ctd on game load but restarting computer and trying again worked. You can also try disabling other mods to see if its a mod compatibility issue, and loading a new campaign. Let me know the result. If nothing works I can upload the previous version for you.
W.Swallow 19 Feb, 2023 @ 7:57am 
Hello, I'm having a lot of fun with this mod. But since today's update, the mod doesn't seem to work properly
jras  [author] 21 Jan, 2023 @ 8:40am 
@Special Sundae Thank you. No update is needed for this mod to work on 1.7.2 since none of the vanilla data this mod changes were touched by the patch. I only play 3k once in a while now, but when I do I am still working on adjusting yellow turban and nanman. Those changes will be pushed to live once I feel satisfied with how a play test campaign went.
Verrix 21 Jan, 2023 @ 2:12am 
Will you be updating this? I enjoy your work.
jras  [author] 14 May, 2022 @ 7:13pm 
The main goal was to emulate historical battles, i.e., armies will rout at 15% casualties, with most of the casualties happening while chased after the battle, so 50% AI casualty from mostly cavalry chasing is acceptable. Although there are fewer casualties compared to vanilla, I reduced the AI's financial cheats so a few decisive battles in a row will significantly weaken them for many years.
NQ 14 May, 2022 @ 6:05pm 
I tend to have lots of cavalry and I split them to chase as much as possible so the pursue killing is still highly efficient for me. Again even if the loss is 50% for the AI, does that not defeat the point of having low casualty? Also I think the units should die a lot slower to maintain the pace (duration) of the battle. I do admit, however, that I didn't have much time with your mid. I'm browsing through the workshop to see if I can get myself a proper Record experience.
jras  [author] 14 May, 2022 @ 5:56pm 
How are you chasing down and killing most of the AI? Infantry will never catch up. Cavalry has low killing power against fleeing units in this mod, so unless your army is >50% cavalry, you shouldn't be able to get an absurd amount of kills once the AI units starts running off the field. I have personally never experienced more than 50% casualties for the AI unless I autoresolve.